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- GTP_Royalton
Similar to Gran Turismo 5, the popular role playing game Final Fantasy XIII was endlessly delayed and finally released ages after it was first unveiled.
For comparisons, Final Fantasy XIII was released 3 1/2 years after it was first shown, and Gran Turismo 5 was released 2 1/2 years after it was first shown. Both unacceptable
Even worse, the time it took for each game to follow it's predecessor was tediously long. Final Fantasy XIII was released 3 1/2 years after XII, and Gran Turismo 5 was released nearly 6 years after Gran Turismo 4
But according to this article, Square has learned form their mistakes.
http://www.joystiq.com/2012/06/27/what-square-enix-learned-from-ffxiiis-large-scale-development/
But the question is, will Polyphony Digital?
Square, like Polyphony Digital, was highly criticized for it's release of Final Fantasy XIII. Both games were considered a massive disappointment.
Square realized one of their major errors was not taking in enough feedback from the fans on their product which they vow to change in the future.
Doesn't that sound alot like what must have happened with Gran Turismo 5? It's like they spent 99.9% of their time creating the game but spent the last .01% play testing it.
How else can you explain the numerous bugs and graphical glitches? How else did the awful, poorly thought out leveling up system sneak through the cracks and to the public? Maybe because there wasn't proper play testing by users who can tell Polyphony Digital what they do and dont like?
Theres no way any true Gran Turismo fan would have tested GT5's leveling system and even it's choice of races and gave it all a thumbs up. This leads me to believe the whole process was rushed in the end after they spent so much time modeling cars and other things unrelated to gameplay.
Also the article speaks of Square deciding to outsource some workload. Turn 10 already does this and it helps them create their games much faster. Obviously quality control is a concern, but when it's taking 5+ years and 80 million to create a single game something HAS to change.
So things Polyphony Digital can learn from Square
For comparisons, Final Fantasy XIII was released 3 1/2 years after it was first shown, and Gran Turismo 5 was released 2 1/2 years after it was first shown. Both unacceptable
Even worse, the time it took for each game to follow it's predecessor was tediously long. Final Fantasy XIII was released 3 1/2 years after XII, and Gran Turismo 5 was released nearly 6 years after Gran Turismo 4
But according to this article, Square has learned form their mistakes.
http://www.joystiq.com/2012/06/27/what-square-enix-learned-from-ffxiiis-large-scale-development/
But the question is, will Polyphony Digital?
Square, like Polyphony Digital, was highly criticized for it's release of Final Fantasy XIII. Both games were considered a massive disappointment.
Square realized one of their major errors was not taking in enough feedback from the fans on their product which they vow to change in the future.
Toriyama and his team tried to keep the game as secret as possible within the massive workforce, which led to playtesting happening "way too late in the process," he said
Doesn't that sound alot like what must have happened with Gran Turismo 5? It's like they spent 99.9% of their time creating the game but spent the last .01% play testing it.
How else can you explain the numerous bugs and graphical glitches? How else did the awful, poorly thought out leveling up system sneak through the cracks and to the public? Maybe because there wasn't proper play testing by users who can tell Polyphony Digital what they do and dont like?
Theres no way any true Gran Turismo fan would have tested GT5's leveling system and even it's choice of races and gave it all a thumbs up. This leads me to believe the whole process was rushed in the end after they spent so much time modeling cars and other things unrelated to gameplay.
Also the article speaks of Square deciding to outsource some workload. Turn 10 already does this and it helps them create their games much faster. Obviously quality control is a concern, but when it's taking 5+ years and 80 million to create a single game something HAS to change.
So things Polyphony Digital can learn from Square
- Have the game playtested alot more before release
- Listen to the criticisms of the game by fans
- Outsource some workload instead of having a undirected mass of people working endlessly without any common goal or drive
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